Creator of Yoon-Suin and other materials. Propounding my half-baked ideas on role playing games. Jotting down and elaborating on ideas for campaigns, missions and adventures. Talking about general industry-related matters. Putting a new twist on gaming.

Monday, 24 September 2018

I am making a Yoon-Suin-based supplement set in a giant 2-mile high tree in the Mountains of the Moon. The introduction is here; I've decided to post a few further details for those who are interested.

The tree can be thought of as having four separate areas or sections: the base, the roots, the trunk, and the branches.

The base is a town built and run by six religious cults, each of whom worship an aspect of the tree:

The growth cult worship the asexual and non-reproductive nature of plant growth - not fecundity, but the act of getting bigger over time through the influence of the sun and rain

The cult of cyclical change worship the passing of the seasons and any other repetitive phenomenon, such as menstruation, the movements of celestial bodies, and seasonal events like storms, bush fires, the rainy season, and so on

The cult of branching worship things which increase in complexity, such as webs, networks, and also junctions and nests

The cult of the state of being home to many things worship the very essence of providing a habitat for life, and are interested in parasites, things which grow on other things, settlements and buildings

The cult of rootedness worship fixity, the quality of being stuck into the ground, such as foundations or mountains, or the quality of being difficult to move, such as heavy rocks

The cult of being alive but not sentient worship the state of having no conscious interaction with the world

(They will obviously have snappier names.) These cults have created a settlement around the base of the tree by dint of creating temples and shrines and other religious buildings and institutions; merchants and other outsiders are tolerated because the cultists need foodstuffs and other outside supplies, and hence over time secular ghettos have also been created under sufferance of the religious orders who are in charge.

The roots contain the vast and ancient birthing chambers of a civilization of beetle people, whose degenerate young might still be found, alongside tamasic men, mukesids, pajikots, and other entities that like to inhabit dark, damp places.

The trunk is mapped out (see here) and contains diverse adventure sites with methods of navigation in between. There are rocs' nests (akin to those of hornbills), lichen "forests", cracks and burrows leading to networks of tunnels, wasps' nests, ant's nests, and also genuinely weird and supernatural locations like sone lairs where gravity flows sideways; platforms stuck into the bark to support towers or other buildings; sites of pilgrimage for the different religious cults, and so on. Some of the content will be pre-made; there will also be some random tables to generate new locations as desired.

The branches are a vast sphere of different settlements and locations that are often above the clouds; their contents are determined in a looser and more random-table guided way.

Thursday, 20 September 2018

I have always liked human characters, and human-centered fantasy fiction; there are lots of reasons for this, but I think fundamentally it is because there is something compelling about ordinary people in extraordinary situations (you might call that the root of all good fiction) and a fantasy setting is another layer of extraordinariness to stack on top of that. I was never the kind of person to favour playing a tiefling PC, for example. For me it was always much more interesting to wonder what it would be like to be a common-or-garden schmuck trying to get by in the multiverse.

(The same was always true of 40k, too. The Imperial Guard are the most interesting army, because the idea of ordinary human soldiers trying to take on chaos marines, tyrannids or eldar is itself simply the stuff of a good story.)

Let's face it, I also rather like the romantic mystery of the "other": dwarves, elves, etc., are much more compelling to me as inscrutable non-humans whose motivations and impulses might be gleaned from observation and experience but only very imperfectly. They are rendered much less interesting by having the human mind of an RPG player inhabiting them.

That said, fantasy settings, particularly RPG ones, tend to revolve around four ways of presenting humans, all of which I think are honourable and good in their own way, but there is a neglected fifth option which would be worth exploring.

The first way of presenting humans is found in settings in which human beings tend to dominate because of some reason to do with their nature: they are more lively or creative, perhaps, than other races, or they are able to master commerce better, or there are simply more of them. Mystara overall presents humans in this way.

The second way is settings in which human beings are just another race jostling alongside others, a la Planescape or Faerun - you might call this the Mos Eisley cantina model.

The third way is settings in which human beings are fighting for survival in a world full of monsters and horrible nasties, and indeed much of the excitement of the game comes from this - this is the "points of light" model found in 4th edition D&D and, I suppose, the Conan stories and sword & sorcery in general.

The fourth way is settings in which humans are the main focus simply because the setting is predicated on there being a human world and some sort of mythic otherworld along the lines of Mythago Wood or Narnia which can be entered but has a discrete existence of its own.

The neglected fifth option is the setting which takes seriously the question: what niches would human beings actually occupy in a fantasy world in which there were dragons, giants, elves and the like? What would human beings do in that kind of a world? Particularly one in which they were only a minor race, a bit like sverfneblin or gnomes in your standard D&D world.

Think of a civilization ruled by cloud giants. What would humans do in it? Humans are a lot smaller than cloud giants: maybe they'd be used for the delicate tasks - tailoring, lock-making, clock-repair etc. - that giant fingers are ill-equipped for. How about a civilization ruled by dwarves? Humans are more creative and artistic: maybe they'd be the entertainers, dramatists and painters. How about a civilization ruled by elves? Humans might be their warrior class, doing all the fighting for their risk-averse long-lived rulers (you could easily imagine elven city states fighting vast wars all entirely fought-out by human underlings). Maybe in a civilization ruled by derro or dark elves there would be space for human beings as tenders to the sick; no self-respecting derro is going to look after a fallen comrade, but humans might.

In such a world, human PCs might be looked upon as vaguely exotic, but not very special, outsiders suited to certain roles but firmly on the periphery of society. How they navigate that world might end up being just as interesting if not more so than the dungeon-delving or whatever else they got up to.

Monday, 17 September 2018

I've just finished reading Himmelfarb's The Idea of Poverty: England in the Early Industrial Age. It's a great book that I would recommend to anybody, but a section on the anthropology of Victorian-era poverty, drawing heavily on London Labour and the London Poor, a collection of columns by the journalist Peter Mayhew, published in the 1840s, is particularly fascinating. I've got that book on order and will read and report back, but here are some of the contents cited by Himmelfarb; they are some of the "occupations" of the 19th century London poor - all of them very usable for a game set in Bastion, Sigil, or other pseudo-Victorian megalopolis:

Child-strippers - "Old debauched drunken hags who watch their opportunity to accost children passing in the street, tidily dressed with good boots and clothes" - their aim being to steal and sell those childrens' clothes, and ideally also their hair.

River-finders - boatsmen who would sail up and down the Thames, "hauling out the flotsam of wood which might be used for firewood or a baby's cradle, or the occasional corpse which could be turned in for a reward after the pockets had been picked"; they were apparently a hereditary class.

Bone-grubbers - people who searched the streets for bones to grind for manure.

Pure-finders - people who gathered dog shit, to sell to tanners for purifying leather.

Sewer-men - those who entered sewers in search of coins, scraps of metal, bits of jewelry, rope or bones to sell on; they often had higher earnings than the best paid artisans and believed sewer fumes to have therapeutic qualities.

Mud-larks - "Children and old women whose job it was to dredge the mud left by the receding tide. Wading and groping in the mud for pieces of coal, chips of wood, scraps of metal, and bones, they passed and repassed each other without speaking, their eyes fixed upon the ground, their bodies bent over, clad in tattered, befouled rags, 'stiffened up like boards with dirt of every possible description.'"

Sifters - "half buried in mounds of cinders and ashes, sieving through them to separate the fine dust from the coarse both from other varieties of refuse. Garbed in heavy leather aprons, they wielded their sieves so violently that the noise of the sieves striking the aprons was like the sound of tenor drums."

Monday, 10 September 2018

Chaucer, living in the 14th century, claimed he owned sixty books, which according to David Wright's introduction to my prose copy of The Canterbury Tales was "more than many university colleges possessed in those days." He may have been lying, but that almost makes the point even more forcefully: to him, having sixty books was something to really, really boast about.

I also recently read Tomlinson's Life in Northumberland During the Sixteenth Century (published in 1897 and sadly not even available as an ebook); in it, the author trawls through all of the wills made during the century to try to establish the number of books that existed in the entire county of Northumberland at that time. He lists comfortably less than fifty (not editions - fifty actual physical books) most of which are the Bible and almost all the rest of which are prayer books.

Before the printing press, books were rare. We all like the image of the wizard's study, lined with shelves stuffed full of ancient tomes on magic, alchemy, philosophy, ancient languages, monster lore, siege engines, and the like. There's nothing wrong with that. But in wider society books should be rare, special objects, almost unique, and very expensive.

Friday, 7 September 2018

I recently played Kill Team, the new(ish) squad-based Warhammer 40,000 battle game. It has probably been approaching 20 years since I properly played a Games Workshop game, so it was interesting catching up on what has changed (you're not allowed to say "Imperial Guard" anymore; for some reasons Harlequins are an entire army list now) and what has not (no squats). What has certainly not changed is what you might call the Design Philosophy of Games Workshop Games.

The Design Philosophy of Games Workshop Games is: battles have to be fun from beginning to end, and closely fought. What this tends to mean in practice is that battles have certain characteristics which are at best orthogonal to and at worst antithetical to actual tactics and strategy, namely:

There's a huge element of randomness in everything, so in many cases cleverness is confounded by a bad dice roll here or a good one there

The battlefield is really small and crowded and there aren't many battle rounds, so there is no sense in performing reconnaissance or carefully deploying or even really thinking very hard about what's going on except in a rock-paper-scissors way (he's got a battle tank over there so I'd better try to get line of sight on him with this lascannon; he's got a squad of terminators over here so I'd better find a way to get my meltagun guys over there too, etc.)

There's no consequence to weapons fire except at the level of whether it kills somebody or not, so you can't really deny an area to the opponent or destroy scenery or interesting things like that, and so everything that you do in a turn tends to revolve around destroying the enemy things you can see

Initiative is random and doesn't depend on anything clever or stupid that any of the players has done, and makes a huge difference

I'm not complaining about any of that particularly - it's fun - but it does make "battles" in Games Workshop games more of an exercise in just throwing the armies together and seeing what entertaining stuff happens than a tactical wargame per se.

When you think about it in those terms, Games Workshop battles are really pretty like the way combat plays out in D&D - not perhaps by design, but by the preference of most RPG players. The immense weight that can become attached to single dice rolls. The fact that, without a battle mat, the locations of the combatants becomes sort of notional and everyone can more or less get at everybody else at a moment's notice. The general (not total, but general) focus on both sides killing each other rather than other objectives. The largely random way initiative plays out.

This says a lot, I think, about both games and the way people tend to approach them: it's more important that fun stuff happens during combat than that final results are fair. It doesn't particularly matter that the conclusion reflects perfectly the actual approach taken both sides and their relative skills in planning and execution. It matters much more that PCs x and y did cool things to win the day; PC z made a save vs death successfully three times in a row; that random Imperial Guardsmen (sorry, Astra Militarium guy) somehow survived a lascannon hit; that snotling took down a Great Unclean One; and so on. The fun is not in finding out who is the best tactician; the fun is in finding out what happens.

Tuesday, 4 September 2018

"Long before the American cowboys launched a thousand legends, or the Australian over-landers doggedly took their cattle across a continent, the Welsh were driving their little black runts for hundreds of miles, over the mountains and into the eastern parts of England.

"From the time of the Norman conquest to the middle of the last century, any traveller in Wales might find his way blocked by hundreds of cattle, large herds of sheep, pigs and flocks of geese. From the eighteenth century, turkeys were added to the stream of beasts on their way east to the rich men's markets.

"The traveller would not come on the droves unexpectedly. If he was within a couple of miles of a farm, he would hear them long before he saw them. It was a noisy cavalcade and deliberately so. The drovers, walking or riding at the side of the cattle, would give warning of their coming with yells of 'Heiptro Ho!' When the farmers of the neighbourhood heard that shout, they rushed to pen up their cattle, to prevent any unsold beasts from joining the drove to the east.

"The memory of the noise the drovers made lived long. It was an Englishman from Surrey who told the historian Caroline Skeel what it was like. She recorded his words in 1926.

"A great feature of the droves was the noise they made. It was heard for miles and warned local farmers what to expect. The noise consisted of the shouting of the drovers combined, I suppose, with a certain amount of noise from the cattle. But it was the men's voices that chiefly attracted attention. It was something out of the common, neither shouting, calling, crying, singing, halloing or anything else, but a noise of itself, apparently made to carry and capable of arresting the countryside. The horsemen and two of the cattle acted as leaders to the rest, and the men kept calling and shouting the whole time. As soon as the local farmers heard the noise they rushed their cattle out of the way, for if once they got into the drove, they could not easily be got out again.

"These strange shouts and cries were probably among the earliest noises that man made. Students of dialect believe that words and sounds which have undergone the least change throughout the centuries are those which have been used in relation to domestic animals. These are the working noises of primitive man, handed down from generation to generation.

"When the drovers eventually came into sight, those travelling in the opposite direction were confronted by an imposing procession; and as the slow-moving stream of animals and their attendant drovers, mostly mounted on sturdy Welsh ponies, could stretch for half a mile, they often had to wait twenty minutes or more for it to pass by."

An idea for your random encounter table, free of charge.

Some others: what creatures would halflings, giants, goblins, orcs, centaurs, etc., drove? And where would they be droving them?